Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: The Cast « Reply #46 on Oct 12, 2010, 8:34am »
.~-= Highbough the Cypher =-~.
Biology : Elf Male Alignment : Neutral
Class & Levels : Warlock 3 Eidolon Experience Points : 146 XP Bonus : +8% Hit Dice : 1d6+1 Hit Points : 4
Armour Class : 7 (leather) Saving Throw : 15
Story Highbough the Cypher is an ancient and enigmatic Elf. Old (even for an Elf) and frail, he is but a shell of his former self. He has forgotten more eldritch mysteries than most learn in a lifetime. Yet, his mind is still sharp, and his heart beats with the pulse of battle when roused to action.
Abilities STR : 13 (--) (4 in 6) INT : 13 (--) (4 in 6) WIS : 15 (+1) (4 in 6) DEX : 12 (--) (3 in 6) CON : 5 (-1) (1 in 6) CHA : 14 (+1) (4 in 6)
Gear Cloak of Elemental Night (When he pulls the black hood over his head he will be rendered invisible, but this magic will function but once in every full moon, and not at all in full day daylight.) Backpack Waterskin 1 week rations Leather armor (light hide) Spear Sword 3 daggers Bedroll and winter blanket Parchment, ink, and steel-nibbed quill Satchel, waxed (for spellbook) Scroll case, wooden Tinderbox Candles, 12 1 flask oil Chalk, 24 pc
Wealth 0 gp 8 sp 5 cp
Spells Mem() Use() The Acclivitous Smaze Mem() Use( ) The Trammel Mem(X) Use( ) The Rhyme of Exiguous Glamour
Highbough also possesses The Infernal Amicus, an ancient tome bound between thick covers of black velvet, and held fast by a silver buckle upon a belt of supple black suede.
The Infernal Amicus contains three magic spells penned in the infernal script which, it is said, will blind the casual reader.
The Acclivitous Smaze Creates a stair of curling smoke which will support the magic-user's weight and always rises several steps ahead of him as those behind him vanish. Thus, the magic-user is able to scale sheer surfaces or to climb into the open air with relative ease. The Acclivitous Smaze will last so long as the magic-user stands upon it, or until it is dispelled. It is undone by gusting winds, or if the magic-user is struck.
The Trammel Shuts and magically bars any one portal until the caster next rests or until dispelled. The magic-user may open a portal so barred by himself at any time, automatically ending the dweomer. Other magic-using creatures have a 1 in 6 chance for each Hit Dice (or level) they have of dispelling the magic simply by attempting to open the portal.
The Rhyme of Exiguous Glamour Creates an illusion of any form the magic-user desires up to a Man-like volume or bulk per caster level. The glamour must augment something real, or else be limited in some significant way (e.g., sound only, silent image, two-dimensional image) if it is entirely fictitious. The glamour is animated only so long as the magic-user is nearby and concentrates upon it, otherwise it is absolutely still. Anyone examining the glamour closely, or in full daylight, may test his wisdom to see through it, and if successful he may dispel the illusion simply by touching it. Otherwise the magic lasts until dismissed or the magic-user next rests.
Highbough's Torrefaction (2nd level):
At the sweep of a hand metal heats to a glowing red-orange hot. Swords, helms, shields, rings and so on can be thrown down immediately to avoid harm, but worn armour cannot be stripped so quickly, and deals 1d6 points of burning damage per round. Fortunately, light, medium or heavy armour will sear through its leather straps and belts and fall off within 1, 2 or 3 rounds respectively.
A metal mass equal to 2d6 cloves +1 clove per caster level will be affected (swords, shields, helms and so on weigh 1 clove each, light armour weighs 2 cloves, medium armour 4 cloves and heavy armour 6 cloves). The least mass of metal is always affected first, though the heat will last for as long as the caster concentrates and must cool for a full turn thereafter. Ordinary soft metals (lead, silver, gold and the like) will begin to melt after three rounds of heating.
Joined: Sept 2008 Gender: Male Posts: 1,212 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #47 on Oct 12, 2010, 4:28pm »
Nice job Mushgnome.
Highbough's XP bonus is 8% (4% from int + 4% from wis). He has Hit Dice of 1d6+1 (1d6 for 1st level warlock, +1 for his constitution chance in 6). He begins play with 4 hit points. His Saving Throw is 15.
HIT POINTS Gedsil Troke: 5/5, Josh Honwill: 8/8, Brecon Smout: 5/9, A'Poth: 1/6, Besnik Zim: 3/4, Lupe Royce: 1/2, Bremusa 3/5, Prof. Francis Delapore 6/7, Casamir Whipple 5/6, John Talbot 2/5
ghostofmarx Guest
Re: The Cast « Reply #51 on Nov 4, 2010, 11:56am »
.~-= Nidhogg (the Lonesome) =-~.
Biology : Dwarf Alignment : Neutral
Class & Levels : Thief 1 Experience Points : nil XP Bonus : 6% Hit Dice : 1d6 Hit Points : 8 Armour Class : 7 (ringmail) Saving Throw : 16
Story Nidhogg is a slender dwarf with knobby joints, a thin grey beard and heavy bags below his eyes. Not particularly bright Nidhogg earned his name when he killed a rival in a duel over a lover. His birth name was struck from dwarven history, he was ostracized and he was re-named Nidhogg (Malice Striker). For the last 80 years he has lived amidst humans though not honestly. He uses he aged appearance often to allay suspicions while wandering seeking to rob the unsuspecting. Recently he has begun to think of his declining years and seeks to gain a large stake of coin to spend his life in ease from adventuring.
Abilities STR : 14 (+1) (4 in 6) INT : 06 (-1) (2 in 6) WIS : 14 (+1) (4 in 6) DEX : 08 (--) (2 in 6) CON : 15 (+1) (4 in 6) CHA : 07 (-1) (2 in 6)
Gear tattered grey cloak back pack ringmail pick water skin locksmith tools 8 ft pole rope, hemp, 60 ft 1 week victuals lantern oil, lantern oil, lantern clothing bedroll Brokkr's Beetle- tiny mechanized insect that can ruin a lock
Joined: Sept 2008 Gender: Male Posts: 1,212 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #52 on Nov 4, 2010, 4:51pm »
Well done Ghostofmarx, great back story
Nidhogg shall begin play with 8 hit points. I've added Nidhogg's boon over on the PC generation thread. Nidhogg's XP bonus is 6% (4% from wisdom + 2% from dexterity).
Joined: Apr 2010 Gender: Male Posts: 12 Location: Melbourne, Australia Karma: 5
Re: The Cast « Reply #53 on Nov 18, 2010, 11:39pm »
.~-= Wibert Hoggsberry (the shadow) =-~.
Biology : Halfling Male Alignment : Neutral
Class & Levels : Thief 2 (Snipe) Experience Points : 3,888 (updated 26Jan2012) XP Bonus : 5% Hit Dice : (1d6-1)+4 ? Note: 2 Hit Dice (at level 3) his AC will go down by 1 pip due to his combat expertise. Hit Points : 8 ?
Armour Class : 6 Saving Throw : 16
Created 18 Nov 2010. Died 21 March 2012 by an undead fiend assuming a vampire.
Back Story Wibert is curious and mischievous to the point of foolishness at times. He has a wavy mass of light brown hair, blue eyes and a farmer's tan. Growing up on a farm he often wondered if the goblins farmed the Halflings as they often raided the valley and many a friend have gone missing. Wilbert grew to be a best cook in his village, but his devotion to gathering ingredients did get him in trouble at times, as he forgets to pay for them. Finding like minded friends in the back streets of town he mastered surprise attacks with daggers, the art of obtaining items unseen, and how to spin a good lie. On night full of ale and tavern tales of fighting goblins and finding treasure, he vowed to avenge his lost friends. He found the goblin cave in the hills, and true to his name ‘the shadow’ he was not seen or heard as he stole treasure many times. But one night in the goblin cave the goblin wake up so he moved quickly to attack and killed the goblin where he lay. There was such rejoicing in the valley that night to the good news. Now not content with looting goblins for a few coins here and there, he hid in the first unguarded wagon he could find from a trade caravan heading east hoping to join a band of adventurers in hopes of finding things which are shiny and valuable…
Abilities STR : 11 (--) (3 in 6) INT : 10 (--) (3 in 6) WIS : 5 (-1) (1 in 6) DEX : 15 (+1) (4 in 6) CON : 15 (+1) (4 in 6) CHA : 10 (--) (3 in 6)
Talents Throws one additional damage die per level when striking from behind or with surprise in hand to hand. +1 in 6 to his chance of discovering secret doors and other things. Halfling saving throw -2 +1 to saves (compared to Men) +1 to hit with missiles
Gear
Ring mail (light) AC 7 Short Sword [right hand] Hand axe <<stored in the manse>> Shortbow (Elven), Elvish Quiver, with 18 arrows and 3 silver arrows, throwing daggers, x4 Curved Elvish Dagger (Magical - "A Blade of Goch Gwyddyl") [Left hand if not using shield] a dagger belt
Note: Fights with a short-sword in one hand and a dagger in the other. Used as a main gauche (defensively) this will give attackers -1 to hit him (except with missiles).
(spare) Leather (light) AC 7 <<stored in the manse>>
Cooking Pots <<stored in the manse>> Sack (empty) x2 Pouch, shoulder Pouch, belt Iron spikes, x4 Torches, x6 Tinderbox Whetstone Mads purse (with loose change 6cp) <<stored in the manse>> Grappling hook Rope, hemp, 60ft
Wealth 3gp, 193sp and 235cp minus purchases: 39sp-32sp-18sp-6sp-5sp-1sp-10sp 6cp-14cp-6cp
Boon
Wibert 's boon is a compact set of cooking pots, pans and utensils for the traveller. They all pack up inside one another so that they take up minimal space in a backpack, and collectively weigh no more than a short-sword.
Investments Bond and lease of the Manse at 8 Eagle Street, Ket.
Thief Definition:
A thief must be dexterous and clever. When attacking with surprise he rolls 1 extra damage die for every odd level he has attained, but is limited to light arms -- club, dagger, hammer, hand axe, hand crossbow, short bow, short sword, sling, staff, whip. While he wears only light armour and eschews both shield and helm a thief also enjoys the following benefits; When operating in an urban or dungeon environment he surprises enemy 4 times in 6, is surprised only 1 time in 6 himself, has 4 chances in 6 of performing any feat of subterfuge or of locating secret or concealed objects, and adds +2 to saving throws that require quick reflexes. A thief also earns +50% XP bonus loot acquired in secret (i.e., not divided fairly among the other players).
Joined: Sept 2008 Gender: Male Posts: 1,212 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #54 on Nov 19, 2010, 1:59am »
Very good Heartless. Just a few corrections...
AC is 6 (base 7 for leather armour, adjusted by 1 for high dex).
Saving Throw is 16 (base 17 at level 1, -2 for halflings, but +1 for low wisdom).
A "Halfling Talent" is a +1 attack adjustment with slings and thrown missiles.
Excepting the saving throw adjustment (which is already taken into consideration, above) the other "Halfling Talents" you have listed are really "Thief Talents".
You might just call them all "Talents" and not be concerned with where they come from
Joined: Nov 2010 Gender: Male Posts: 94 Location: A stale, dusty library Karma: 1
Re: The Cast « Reply #55 on Jan 13, 2011, 9:12am »
.~-= Koch (the hale) =-~.
Biology : Man Alignment : Neutral
Class & Levels : Fighter 1 Experience Points : 643 (54 - escape from the cellar; 225 - 1 year campaign anniversary, 3 mo. mark for KOCH; 364 for 4000 game posts) XP Bonus : 7% Hit Dice : 1d6+1 (+5 from CON) Hit Points : 10 / 11
Armour Class : 7 (Helmet+Shield, wooden) Saving Throw : 15
Story Born the son of a tailor, Koch always knew he was destined for a more exciting life than stitching tunics all day. When goblins raided his town, he joined the militia and helped combat and defeat the incoming forces. He earned the nickname 'the hale' for his everlasting vigor and energy in combating goblins through the night and chasing down and slaying the final fleeing group. Since this battle, Koch's followed his adventurous heart hoping to gain some fame and fortune.
Abilities STR : 13 (--) (4 in 6) INT : 08 (--) (2 in 6) WIS : 11 (--) (3 in 6) DEX : 10 (--) (3 in 6) CON : 16 (+1) (5 in 6) CHA : 10 (--) (3 in 6)
Gear Boon: a large pair of exquisitely made steel and etched silver tailor's shears. Not only are these scissors sharp enough to cut leather with minimal effort, they can also -- with a single jerk in the right direction -- be decoupled from one another, wherein each blade will perform as perfectly balanced dagger. They come complete with a supple leather holster on a matching belt.
Clothing Backpack 30 ft. makeshift rope (consisting of Nidhogg's cloak and Koch's bedroll) - being used as a trap for the moment Pouch, belt - holds sewing needles and thread Pouch, belt - holds 10 sling bullets Spade Tinderbox Water bottle [from Saxxon's gatehouse cellar]
Joined: Sept 2008 Gender: Male Posts: 1,212 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #56 on Jan 13, 2011, 5:30pm »
Nice work ProfessorP, all looks very good.
In answer to your questions:
-Do you want to know the exact placement of each item? No.
-Is this too many items for one backpack? No.
-Is HD, EXP, AC, ST correct? Yes, except hp adjustment for 16 constitution is +5, so overall you will begin with 1d6+1+5 hit points.
-Would you like damage dice and AC bonuses/penalties for each weapon and armor typed out? Only if you want to do so for your own benefit. I'll be taking care of those details during combat resolution either way.
-What is the functional difference between a wooden and steel shield? A wooden shield is cheaper, lighter and more available than a steel shield. Also, I'm planning to introduce the Shields Shall Be Splintered option shortly, and wooden shields will soak up to 6 hit points, and steel shields up to 10 hit points (or something to that effect).
-Is the light hammer like a carpenters hammer? (just trying to get a mental picture) Yes, pretty much.
-For one belt pouch - can it start out with bullets for the sling? if so how many could it hold? A pouch could hold, perhaps, up to a dozen stones. But you wouldn't need to lug that many around. I'll let you forage sling stones in most places.
-For the other belt pouch - can it start out with a few sewing needles and thread, as per the characters background? Yes.
Re: The Cast « Reply #57 on Feb 5, 2011, 11:44pm »
.~-= Desmond (the Moody) =-~.
Biology : Male Halfling Alignment : Neutral
Class & Levels : Challenger (lvl 3) Fighter Experience Points : 8191 XP Bonus : 5% Hit Dice : 3d6+4 HD Hit Points : 14/14
Armour Class : 2 / 5 Saving Throw : 11
Story Desmond is fast, even by halfling standards. He is quick with his sword and even faster with his knives. This translates into other parts of his life, as well. For example, he is also a bit rash, running into fights without thinking about the consequences. He isn't stupid, mind you... in fact, he's quite smart! He just doesn't have a lot of common sense.
He spent most of his childhood working the family farm with his brothers and sisters. After a quarrel with his dad (the standard disciplinary talk for fighting with the neighbor boys), Desmond felt he could put his skills to better use and left that night to make his own way. Unfortunately, in his haste to leave he forgot to pack most of his belongings.
He tends to be a bit obsessive compulsive with his equipment and spends his down time constantly whetting the blades of his sword and knives. But the action is simply a soothing one, more so than a concern with maintaining sharpness.
Update: After eating the seed of a fruit from a mysterious upside down tree, Desmond grew a second head! His name is Mondes and he's generally pretty surly. As of late, it seems that Desmond is the cheery one and Mondes is the sour one, thus giving new meaning to "the Moody".
Talents/Skills +1 To Hit w/thrown weapons +3 To Hit w/melee weapons +1 Melee Damage 2/1 APR vs. 1HD creatures
Boon ...A silver whistle the size of his little finger, which hangs on a leather cord around his neck. It produces a tone so shrill is is barely audible to Halflings, and is beyond the hearing of Men. It is perfectly irritating to dogs, bats, and other animals with sensitive ears, however.
Gear Chain Armour Steel cap (x2) Short Sword Daggers (2) Leather Backpack Tinderbox Whetstone Water Skin Rations (one week's worth) Standard Clothes (breeches, shirt) Fishing Kit (12 hooks and line in a leather pouch) Oversized hooded cloak Small Shield (x2) (one carried on mule, one backup) Sling
Wealth (1gp=6sp=36cp) 0 gp 6 sp 0 cp
13 odd foreign looking coins with holes in the middle (of these, 5 appear to be of nickel and 8 of brass)
Joined: Sept 2008 Gender: Male Posts: 1,212 Location: Melbourne, Australia Karma: 195
Re: The Cast « Reply #58 on Feb 6, 2011, 5:36am »
Very nice Ehiker -- Halflings do seem to be in vogue lately
Here are a few of the missing pieces...
XP Bonus : 5% (3% due to strength + 2% due to wisdom) Hit Dice : 1d6+1 (1st level fighting-man) +4 (constitution) Hit Points : starting with [1d6=4] 9 hit points (all HD are re-rolled after each major town-stop).
Desmond'sBoon is a silver whistle the size of his little finger which hangs on a leather cord over his neck. It produces a tone so shrill is is barely audible to Halflings, and is beyond the hearing of Men. It is perfectly irritating to dogs, bats, and other animals with sensitive ears, however.
Also, as Desmond is already deft (due to his dexterity 15) you might (or might not) consider an alternate appellation...